What CAN'T you do with 4e?


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A game that needs house rules is broken.

I dunno, is 4e broken because I need to house rule combat and the various shift/slide/teleport/etc. movement powers to accomodate for my style of play without minis?

Because for me to be able to play 4e, I need to do that.

And is 3e whole because I didn't need to house rule combat and the various actions to play without minis?

And...then should I be playing 3e instead of 4e, despite the fact that I kind of like 4e?
 

Kamikaze Midget said:
Leaving aside everything else, you just use more monsters, and you have equal sides again.
Yes, but that's the point. It's fairly easy to balance 5 monsters against 5 PCs. That's why its the default in 4e.

It was said that, should we want a battle against one monster(and only one monster) that everything that monster does should make sense and be able to be acquired by players. That we shouldn't use different rules, we should just use higher level monsters.

I was saying that in order to make what would be a solo monster in 4e, you need to change the math to make up for the fact that there is only one monster. And since you changing the math for that creature, it no longer follows the rules of PCs making it different.
 


Kamikaze Midget said:
I dunno, is 4e broken because I need to house rule combat and the various shift/slide/teleport/etc. movement powers to accomodate for my style of play without minis?

No, because it functions perfectly well as-written. You are choosing to modify the game because you intend to play it differently than it was written.

And having played in two sessions without using a battlemat in 4e, I've found ZERO problems with combat, just as I found zero problems in that regard in 3e.
 

(Show me your interpretation of Swashbuckler 6/Duelist 4)
Mourn said:
Rogue 10.

Exactly. When I was toying around with converting a Swashbuckler 6/Artificer 1/Windwright Captain 1 to 4e, she became Rogue 8. With Arcane Initiate, Ritual Caster, and that lightning-power feat to cover the Artificer stuff and her dragonmark, and Weapon Proficiency (Rapier). Granted, a half-elf rogue with a light wizard multiclass and a warlord power from Dilettante is never going to show on a character optimization board, and of course her Windwright Captain powers are gone (until someone redoes the PrC as a paragon path) but she came across rather well.
 

DamnedChoir said:
This is a thread about what you /can't/ do with 4E out of the box, so let's do that.
Yeah, I'm more realistic about the situation. There are a bunch of things that 4e can't do unless you tweak it to do that.

I'm good with that because what it CAN do it does well. It is capable of handling the situation where I get 5 friends, give them a PHB and tell them to read it and make up characters, then I write up a dungeon filled with encounters and have them go through the dungeon killing monsters, figuring out riddles, and avoiding traps. It lets me handle haggling with the guy who hires them to go into the dungeon, selling the loot afterwords. And it does it all with less headaches for both me and the players than 3e.

If you want a comprehensive list of everything you can't do with the rules as written, it would have to be hundreds of pages long and would include such gems as:
-Run a game where merchants buy things from the PCs at 1/2 the value
-Be a Druid
-Play a game without daily powers

But the list for 3e would be just as long.
 




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